Rules Saturday Heroes Description - 2012

Dynasty Description
Saturday Heroes became the second installment of the TF Playstation Leagues right before the launch of NCAA 2010. The idea was to emulate the groundwork set in place by the founding fathers in the two original Xbox leagues, while growing into our own personality. Saturday Heroes has been able to make it through two NCAA releases thanks to the hard work of the members.

For NCAA 2012, the Saturday Heroes will get to flex their muscles in route to the top job in the country. Coaching Carousel is an exciting new feature, and we at SH took no hesitation at the chance to give it a whirl. Here, our coaches will find themselves strategically placed in regions to help maximize the competition on the recruiting trail and to find out who can dogfight from the trenches to land at their dream facility.

O.3 - Hurry Up Offense: All teams are allowed to run the "no huddle" offense in the game, only if it follows a play to which the clock continues to run. If there are more than two minutes left in the half, the offense must wait until the defense has become completely set (ie, switching to press coverage, manual moving user controlled player for better matchup) before snapping the ball. If you are under the two minute mark, you must only wait for the defense to pick their play and for all of their players to take their initial stance before snapping the ball.O.4 - Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in SH; not 15 like the NCAA. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the game clock with under 4 minutes remaining in the 4th quarter. Or if your trying to prevent another possession within the last two minutes of the 1st half.O.4.1 - Chew the Clock: The Chew the Clock (Conservative Tempo) feature should only be utilized when you are otherwise allowed to run the playclock down.

WG.3 - Player must leave game in progress - Please do not start a game if there's a chance you will not be able to finish it. In the case of an emergency situation where you are forced to leave the game, an agreement should be made between both players as to whether the game will be replayed from the start or simulated in the opposing teams favor.

WG.4 - With SH on a “fast as we can go” schedule, missing games will be necessary at times. We simply asks that you make every effort to schedule and play your own games, but when that's not possible, we request the following:
-- Notify your opponent via email or message board as early in the week as possible.
-- Notify the commish that your opponent will need to play the CPU or that your CPU game will need to be simmed.
* Failure to follow these guidelines will result in a sim loss to your team.

WG.5 - We operate on a 72 hour soft-advance. Meaning that all games that have yet to be played within 72 hours of the previous advance will be simmed. Typically an additional soft advance will be put in place 24 hours after the last User v User game has been completed (only if the 24 hours doesn't extend beyond the original 72 hour deadline). Exceptions for dealine extensions can be made for User v User games or for extenuating circumstances. In either case, it should be brought to the comish's attention as soon as possible.

WG.7 - Supersimming: You are expected to play your own games. Supersimming the last 3-4 minutes of a game that is decided is occasionally exceptable for extenuating circumstances. The commish should be notified immediately if this is the case. How much you simmed, the score before the sim, the final score and the reason for simming is all required information. If the results seem suspect, expect to have the game tossed and the game simmed from the start.

Sliders & Settings

Game Settings

Difficulty:

All-American

Quarters:

7 mins

Game Speed:

Normal

Speed Threshold:

40

HFA Effect:

On

Ice the Kicker:

On

Recruiting Difficulty:

Heisman

Penalties

Offsides

95

False Start

95

Holding

50

Facemask

50

O Pass Interference

100

D Pass Interference

100

KR/PR Interference

100

Clipping

55

Intentional Grounding

100

Roughing the Passer

100

Roughing the Kicker

100

Sliders

Offense

Human

CPU[/U][/B]

QB Accuracy

40

40

Pass Block

50

60

WR Catching

50

50

RB Ability

50

50

Run Blocking

30

60

Defense

Human

CPU[/U][/B]

Pass Coverage

45

60

Pass Rush

45

55

Interceptions

15

30

Running Defense

30

60

Tackling

50

55

Special Teams

Human

CPU[/U][/B]

FG Power

40

55

FG Accuracy

15

60

P Power

40

55

P Accuracy

25

95

Kickoff Power

50

50

Version 1.1

Position Changes
*** Note that position changes only apply to recruits being switched to position different from their natural positions. Players recruited as ATHs can be 10 lbs and 2 speed points away from the restrictions and still qualify. A petition can be made for an exception to an ATH who may be close to the restrictions and is not capable of playing other positions well. A post should be made in the forum explaining the situation with full attributes of the ATH and OVR ratings at different positions.

Players leaving
A player will not be allowed to attempt to sway a player from the pro draft if he:

is > 95 OVR

is a JR that has won the Heisman

is a JR and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is > 85 OVR

Kickers and punters can be swayed from pro draft regardless of OVR and class.

Scholarships
The amount of scholarships that can be offered at any given time will be dictated by the following formula:

A = number of seniors on your team that will graduate
B = number of underclassmen that qualify for pro draft with aforementioned rules.
C = 70 - current amount of players currently on roster

A + B + C + 2= total number of available scholarships.

Note: Committed players count against your scholarship limit.

Coaching Carousel Rules

There will be no restrictions on conferences or teams that you are eligible to accept jobs for. You MAY NOT break two consecutive job contracts at any point in your career unless it is to go to your Alma Mater. If your contract expires, you are free to go wherever you receive an offer for.

Example A:

Coach HackGolfer starts his career as the OC for Army. After the first season, he breaks his 2 year contract to accept the OC position at Georgia Tech. His first season is mediocre and does not receive a coaching offer from Texas A&M. He must remain at Georgia Tech until his contract expires.

Example B:

Coach CA starts out as the DC for Louisiana Tech. After two seasons, his contract expires and he accepts a position as the HC at ULM. After his first season at ULM, CA breaks his contract to take the HC position at Vanderbilt. Vanderbilt wins the SEC his first season and LSU (alma mater) comes knocking on the door. CA would be allowed to break his contract to accept the LSU job.

Custom Playbooks

The Custom Playbooks feature will be disabled for Saturday Heroes.Dynasty History